Hidden 11 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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Welcome to FtaoaE!


In this game we will construct and play as the nations of the fantasy continent Menora. You can expect diplomacy, warfare, and trade negotiations. I will be as open minded as possible about your nations, but there will of course be limits to what you can do. I don't want overpowered military autocracies. I don't want untouchable utopias. I want realistic countries with strengths as well as weaknesses. If you think this might suit you, read on! If not, begone!

Menora




Menora is ~3000 km wide from north to south.

The land in which our story is told is a big place full of history and mystery. A thousand years ago, there was an empire that ruled most of the lands in Menora. The empire was called Ta'hamurg by it's people, which translates to "Land of God" in english, and originated from the mountains in the northern part of the vast desert. The empire, which had lasted for centuries, finally collapsed in a civil war and gave birth to a plethora of successor states. Our nations will be those states, or the ones that came after. The ruins of Ta'hamurg are still scattered all across Menora, guarding secrets and treasures of the old empire.

Humans are the only sentient beings in Menora. There are no elves or orcs, just humans - in all of our manifold. There can however be fantastic creatures and plants in your nations floras and faunas if you wish it. Dragons, pegasi, trolls, or even a creation of your own; it's all good. The rule is that the only ones with societies and cultures are humans. The rest of these creatures are classed as monsters or animals.

There is magic present in Menora. Conjurers and enchanters can do anything from speaking with the dead to changing the weather. Magic is as widespread and diverse as the nations of Menora themselves. The cardinal rule is that magic is rare (think Gandalf rather than Hogwarts) and costly; there is always a great price that has to be paid when performing magic.

The level of development and technology in Menora differs with each nation. You can have anything from stone age stuff to tech from the renaissance. The rule here is that the more advanced the tech you have, the more you have to pay in other areas (like less magic, smaller population, less claimed land, etc).

When it comes to warfare and battle, sound judgement and compromise is key. If you're commanding a hundred viking warriors versus a drilled company of riflemen, accept that you're going to lose (but at cost, of course!). Give and take. Everybody's happy. In terms of military strength, think 5-10% of your entire population as a max (unless you've got the mongol horde or something).

If you've got questions about other stuff, just ask in the thread below.
Here's a template for your nations:

Nation Sheet
Location: (Show on a small pic where your nation is located on the map)
Flag: (Steal one or make one in paint, whatever you please)
Nation Name: (Self explainatory, also write alternative names if any)
Demonym: (Swedish, Swede, you get the idea)
People/s: (What important peoples are living in your nation? How big a percentage of the population is each?)
Population Scale/Nation Size: (Small: 1-99.999, Medium: 100.000-499.999, Large: 500.000-1000.000)
Government: (What kind of government does your nation have and how does it work?)
People of Importance: (Important/famous/infamous people in your nation)
Capital: (Name and description of your nations capital)
Settlements: (Briefly describe your nation's architecture, do they use buildings of wood, stone or both or perhaps only tents?)
Nation Description: (A text to get the feel of your nation. May include history, culture, etc)
Religion: (If there's religious worship in your nation, how is it done and what are the deities like?)
Flora & Fauna: (what creatures and plants can be found in your nation?)
Magic: (The way magic is practiced in your nation, if at all)
Tech: (What are the latest innovations of your nation?)
Ambitions: (Is your nation expansionistic, trade-orientated, or a mediator? Just a quick summary, almost like a rumour of what your nation will be known as internationally)

Economy
Imports: (Stuff your nation needs to buy. No nation will be self-sufficient)
Exports: (Stuff your nation sells to other nations)

Military
Army Size: (Maz ~5-10% of total population)
Regular troops: (Swordmen, spearmen, cavalry, etc)
Navy: (The military navy, if any)

Don't forget to subscribe!
Looking forward to playing with you!
Nation Deposit Thread
Hidden 11 yrs ago Post by RavenxVoid
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RavenxVoid

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Claiming land first!

Nation Sheet

Location:

Flag: Simply a Red flag

Nation Name: Empire of Otistan

Demonym: Otistans

Population Scale/Nation Size: Around 200,000 from national consensus (99% Otistans, 1% Foreigners)

Government: Each individual clan is governed by their own clan leader who swear loyalty to their God-Emperor who has final say in decisions involving or affecting the nation as a whole.

People of Importance:

Clan Leader Reiborn of Clan Volstead
Clan Leader Denzel of Clan Darothstone
Various other Clan leaders

Capital: City of White Halls Grimgleam

Settlements: Various cities and settlements spread out throughout the island

Nation Description: An island nation that isolates itself from the rest of the world, rarely opening itself up to visitors other then the traders with a pass from the imperial palace. Originally a loose collection of waring clans for hundreds of year, they were only united under a single banner when Amatsu's grandfather struck out from his clans and using diplomacy and strength became the Head Leader of all clans in on the islands. The architectural of the Otistans are mainly wood, typified by wooden structures, elevated slightly off the ground, with tiled or thatched roofs. Most castles or important buildings are made with stone and wood. (Think medieval japan architectural and culture but with knightly orders). The island nation is typically closed off from the rest of the world from powerful magic employed by the nation to shroud the nation in a mist that steers ships away from the island unless they have the proper charm.

Religion: Everyone in the nation is allowed to worship who ever they want but the nation generally worships the Emperor as their god

Flora & Fauna: Typically like medieval japan, with some mythical creatures such as griffins that are domesticated and the Higher orders of warriors use as steeds.

Magic: Magic is used highly in Otistan, as to even advance into the higher order of warriors in the empire, warriors will need a basic understanding of magic and how to apply it.

Tech: Late Edo period, Otistan blades are known to be some of the finest blades in the world and fit in the style of Otistan warfare and martial arts where fluid motions are used and the sword is not used to directly block. Craftsmen of Otistan are just starting to create muskets for the Otistan army using foreign examples of them. Otistan alchemist are also just starting to be able to create gunpowder and so the gunpowder is not yet at the same quality and Otistan still imports it.

Ambitions: Security of home, trade and no plans of expansion right now

Economy:

Imports: Most military muskets, various food stuff, gunpowder, cannons

Exports: Silk, Precious metals, Katanas, Magical items, various food stuff, Stone

Military
Army Size: 10,000
Regular troops: 8,000 in the Army
Various Basic troops (Swordsmen, Bowmen, Calvary, Mages) [5,000]
Griffin Samurai (The finest Warriors-Mages that use the finest blades and armor into battle riding upon Griffins clad in armor) [1,000]

Musket Scouts (As the Ostistan army is just starting to adapt to the muskets, only the finest scouts in the army were equipped with them) [2,000]

Navy: 2,000
Various Ships (Arrows are still the main way of attacking another ship for the Ostistans as they don't have enough cannons to field enough ships to be notable wielding them)
Hidden 11 yrs ago Post by Red Wizard
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RavenxVoid said Location: The area that looks like an "O" on the bottom right of the map


Please provide a pic for easy referance :)
Hidden 11 yrs ago Post by Yog Sothoth
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So a population of three hundred thousand is considered a medium sized nation?
Hidden 11 yrs ago Post by Red Wizard
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Yog Sothoth said
So a population of three hundred thousand is considered a medium sized nation?


In this game, yes. We're not counting with our real world standards.
Hidden 11 yrs ago Post by AegonVI
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AegonVI

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I'll work on an NS later, but can I go ahead and claim the southern-most tropical island and the small islands by its eastern tip? Because that would be kind of awesome.
I'm thinking of playing a trade based nation, predominantly.
Hidden 11 yrs ago Post by Lord Coake
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Location:
Flag:
Nation Name: The Holy Island of Veloth
Demonym: Velothians
People/s: 86% Native Velothians, 14% non-native peoples.
Population Scale/Nation Size: Approx. 98,000 people, as per the last national census
Government: Primarily an empire, but most decisions are made by an elected council. More details found in Nation Description
People of Importance: The Holy Emperor Edward XIV of the Veloth Dynasty, the current members of the Grand Council, the High Prophet George Tarth, and General Robert Veloth, younger brother to Edward.
Capital: The Sacred City of Eluis, built in the center of the Island, and featuring roads leading to all other settlements on the island. It houses the Holy Temple of God, the Grand Council chambers, and the Sacred Palace
Settlements: Velothian architecture mainly consists of Roman-style buildings, made of stone and wood. They have the ability to create concrete roads connecting the settlements, and do so eagerly.
Nation Description: Veloth did not immediately become a unified nation after the fall of the Ta'hamurg, but many individual city-states. The island also lost nearly all connection with the mainland for years, having only regained communication 60 years ago. The Current Holy Empire was founded by Edward I, or Edward Veloth of Eluis. He established the city of Eluis as one of military and religious might. He and his army soon united the land, and established the current empire. The Holy Island of Veloth's Government is headed by the Holy Emperor, who mainly controls the military. The Grand Council, on the other hand, controls trade, peaceful foreign affairs, and internal affairs. Each city outside the capital has a City Council, which regulates governmental aspects inside the city. Despite being called the "Holy Emperor", Edward does not actually control the Velothian Church of God, this is watched over by the High Prophet. The most well known aspect of Velothian Government is their Compulsory Military service for anyone living in their lands capable of serving.
Religion: The Velothians worship the same God as Ta'hamurg.
Flora & Fauna: Mostly consists of natural earth-like Temperate life, with more tropical zones around the ocean. One unique creature is known as "God's Lion", it is a species of lion with a golden-brown mane and white fur.
Magic: Only the High Prophet is allowed to use any magic, and even he knows very few abilities.
Tech: Equal to Renaissance Era tech.
Ambitions: Veloth seeks simply to spread the word of God, either through peace or force. They acknowledge that other nations will have different religions, but simply wish to inform others of God's existence. They are willing to trade with any nation, but are slightly lacking on the export side, with Veloth mostly acting as a neutral land for nations' traders to meet and exchange goods.

Imports: Construction Materials, metals, crops, animals.
Exports: Military Aid(more of a service they offer in exchange for goods), technology.

Army Size: 10% of population
Regular troops: Riflemen, light cavalry, artillery.
Navy: Ships armed with cannons, and marines with rifles to repel boarders and fire upon enemy crew.
Hidden 11 yrs ago Post by Red Wizard
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AegonVI said
I'll work on an NS later, but can I go ahead and claim the southern-most tropical island and the small islands by its eastern tip? Because that would be kind of awesome.I'm thinking of playing a trade based nation, predominantly.


Spot reserved!

@Lord Coake: Nice, balanced nation! Accepted!
Hidden 11 yrs ago Post by eemmtt
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Nation Sheet
Location:
Flag:
Nation Name: Irodeina Empire
Demonym: Irodeins
People/s: majority are Irodeins a small percentage of non-natives
Population Scale/Nation Size: Around 569,000
Government: The Irodeins are under the rule of the Imperial government lead by a powerful emperor who holds majorty of the power and is advised by an imperial council the most powerful of them is usably the military advertisers called Governor-Militant. Territory is dived into provinces witch are ruled by Governors.
of Importance: The Emperor Axaium, his son Theadrean, and Governor- Militant Tybal
Capital: Iro a city that appears to be cut out of the mountain it’s on. It has two walls the first outer wall protects the lower part of the city and the larger inner wall separating the upper part of the Iro. The upper part of the city has Imperial palace with barracks.
Settlements: There house are simple and sturdy made mostly from stone with wooden roofs. Larger city and castles have large stone walls. More important buildings have marble in them; roads are made from paving stones.
Nation Description: History; The Irodiens started out as a small city state in the turbulent Vosta region. They existed as a small force in-till the first Emperor arrived according to their legends he conquered the region and several of the outlining area.
Culture;
Their culture is an honor centric, self-sacrifices, war glorifying, and hardworking nation. They have been known for the very harsh in warfare using harsh tactic to force there enemy to surrender. Going along with their self-sacrificial attitude they believe that casualty is secondary to the overall goal.
Religion: There scripture says that there god, known as Virem there creator a mighty god of the forge and war. It says that he slayed a mighty daemon lord in single combat. After Virem victory he sets about the creation of a group to inherit the world he won. They worship two different aspects of him; the warrior is normal worship by soldiers through prays or sacrifices. The craftsman worshiped those who create usually have alter were they pray and offer sacrificed. Those who preach his will are divided into two sects the warrior sect honor there god in the heart battlefield with litanies and chants in there armor covered in icons of faith with there skull helmets using there maces to smite those dare face them. The other sect are normal priest who duty is tend to the spiritual health of there flock.
Flora & Fauna: The creatures and the Flora are like those ones who live in northern parts of earth. The only notable exception it’s the Vosta Dragon a violent fire-breathing dragon they are usually hunted or capture for military use.
Magic: They lack magical abilities but practices anti-magical runes and abilities to cancel or limited there foes magic. They are also mistrustful of those who can use magic. They consider it unholy and those who use it are also believe to be cowards.
Tech: High medieval early Renaissance
Ambitions: Expansionistic and have a Machiavellian mindset using their military to intimidate or outright conquer there weaker neighbors. But are willing to form alliances with other nation.
Economy
Imports: Grains, fruits, Horses, silks, Spices, and dyes
Exports: Metals, gem stones, weapons, marble, high quality metal working, salt, metals, and furs

Military
Army Size: 7.5% of the population
Regular troops: Legionaries (swordsmen or spear-men equipped with shields and light plate and chain mail. Veterans have heavier armor.), heavy Calvary clad in some of the best armor forged by Irodein smiths they ride into battle upon armored mounts an elite core among them are those who ride the Vosta dragons, from the Va-caf region comes raiders armed with verity of weapons including melee weapons and bows the preform scouting operation or rising hell behind enemy lines, range troopers armed ether with bows, crossbows and muskets, Rune-chief: A person who mastered the anti-magical runes and litanies. They wear light plate inscribed with anti magical runes wielding a hammer to channel their power, and artillery induces cannons, catapults

Navy: a small Navy of about 50 ships with the same equipment as the army and are equipped with cannons.
Hidden 11 yrs ago Post by AegonVI
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Semi-Major WIP (I Still Need Some Important Aspects, but the Majority is Completed)

The Kingdom of Aerianna (Air-ee-on-uh)




Denomination:
Aerianish/Aerionite (Generally) (Air-ee-on-ish/Air-ee-un-ite)

(Note: Someone is an Aerionite (noun), but they are Aerianish (adjective).)

Population: Approx. 275,000 (92% Aerianish; 8% Other)

Nation Description:
Aerianna is Constitutional Monarchy, but the nation itself has a strong focus on maritime trade.
The Kingdom has grown to be a major trade power in the world, with a respectable military that is mostly geared to protecting trade, though Bryndaen the Diplomat worked towards gearing the military for more diplomatic missions as well during his reign. Bryndaen the Diplomat was very much liked by the majority of nobles and had a very long rule, longer in fact than that of Taelor the Immortal (who ruled for 75 years). Many nations are still unsure as to how the new King of Aerianna, Aelor the I, will be in comparison to his predecessor, but after two months of rule [before the start of the RP], he seems to be following in the footsteps of his father in expanding diplomatic relations in addition to showing signs of his possibly wanting to bolster trade.

Nation History:
During the final days of the Empire of Tyhaema (the name of the Empire as it is remembered in Aerianna), five bastard sons of the Last Emperor of Tyhaema discovered five dragon eggs in the small isles in the east of Aerianna (called the Dragon Isles from then on) and split them between each other. Kaele, the eldest of them, took the egg the color of obsidian. Next, Vymar took the egg that was a deep navy with silvery specks upon it. Nymesael then took the crimson with gold egg. Tryall took the gray-white egg so that the youngest brother, Bryndaen wouldn't have to take an egg so plain, and so Brydaen took the egg that was black and silver.
Kaele went forth and founded House Blymanys and his dragon hatched as black as its egg.
Vymar founded House Oshaena and his dragon hatched a variety of blues from a dark midnight to a vivid cerulean, with maw and paws of silver scales.
Nymesael, who's dragon hatched first as gold with crimson over its maw and paws and tail, founded House Conkaella.
Tyrall, founding House Tyraecap, hatched a dragon of stark white, with vibrant blue and red on its paws and a blue and red feathered tail.
Bryndaen's dragon hatched half white and half black, with distinct, pale lilac eyes. Bryndaen founded no house, but was plagued with visions of the future and prophecies which he wrote down and shared with his brothers, as the four of them vied for dominance.
Thus the Age of the Warring Dragons Began

Timeline (With important Kings/Queens)
BC - Before Conquest
AC - After Conquest

Circa 302 BC to 1 BC- The Age of the Warring Dragons
20 BC - House Conkaella absorbs House Blymanys via the Conkaella heir (Phillyp Conkaella) marrying the last member of House Blymanys (Kyla the Dragonless).
18 BC - House Oshaena and House Tyraecap merge via Triple Marriage and form House Aelark.
2 BC- The Age of the Warring Dragons ends when Alystar the Great of House Aelark marries Sophya the Sorrowful of House Conkaella and kills all remaining Conkaella's.
1 BC- Starting on the First of the Year, Alystar the Great commands the construction of King's Town and begins a conquest of all of Aerianna, which will finish within the year.
1 AC to 23 AC - Rule of Alystar the Great
1 AC - For the first time since the Empire of Tyhaema, all of Aerianna is under one government, ruled by House Aelark. Alystar converts to the Holy Faith of God.
72 AC to 147 AC - Rule of Taelor the Beloved (also Taelor the Immortal, in his life)
72 AC - Taelor Changes the Sigil of House Aelark to a White Cross (in Honor of the Four Dragon Houses of Old) superimposed on a Navy Field with Crimson 'X'
293 AC to 299 AC - The Aelark War of Succession (Between Kyla, Bryndaen, and Alystar)
299 AC - The Aelark War of Succession ends when Alystar kills Bryndaen and commits Betrothal to Kyla
299 AC to 318 AC - Rule of Alystar the III
300 AC - Marriage of King Alystar the III to his Cousin Kyla the Kingmaker (also Kyla the Crown Jewel [but in a derogatory sense])
334 AC to 368 AC - Rule of Dyanna (first Queen of Aerianna)
368 AC to 401 AC - Rule of Ikaerion the Inspired
369 AC to 372 - Construction of the Grand Temple of Ikaerion (in Kingston)
616 AC to 697 AC - Rule of Bryndaen the II (more commonly, Bryndaen the Diplomat)
698 AC - The Year the RP Starts In

Government:
Constitutional Monarchy
King ---> Dukes ---> Lords ---> Knights ---> Commoners
Primogeniture Succession where All Possible Male Heirs Considered Before Female Heirs, Unless the King Names a Successor before his Death
Generally, a King or Duke (or Queen or Duchess) with have a Regent Rule if they have yet to come of age (Age 17)
The Constitution for the Most Part Only Restricts the King's Power in Protecting the Rights of Dukes and Lords
The Constitution Outlaws Slavery

People of Importance:
UNDER CONSTRUCTION

Major Cities






Settlements:
In the cities, architecture is dominated by spires, columns, domes, and archways, along with taking advantage of the ample water resources in either art or canals or various other uses. Cities tend to be built to take advantage of natural waterways in the area. Most stone used is either marble or granite.
In rural areas, buildings are mostly made of bamboo with leaf thatched roofs. Every now and then there will be an inn made in part of stone blocks, but outside the cities, utility is often much more important.
The small rivers throughout the central part of the island are in key use for transportation throughout the realm, but there is also a very advanced system of roads that act as a highway connecting the major cities.

Religion: The Holy Faith of God 95%; Other 4%; Non Religious <1%
The Holy Faith of God (commonly known as the Holy Faith) is a monotheistic religion with animistic aspects.
Worship consists of prayer to God in a temple (with religious services held every day, though only requested to attend once a week)
There are Nine Sacraments that Are Asked to be Completed in Life in Order to Go to Heaven, though There Are Other Ways
The Dragon is Considered a Sacred Animal and Having a Dragon Scale or Bone Fragment is Very Much Coveted
Skinchangers are Sought Out by the Church as the Ability is Considered a Gift From God
Belief in Nature Spirits (though this has been slowly subdued in favor of centralizing the Faith around God and Temples)

Flora & Fauna:
Aerionna's animal life is very tropical [similar to the Amazon and Caribbean], with orangutans, jaguars, ocelots, giant anteaters, red pandas, various kinds of monkeys, and various kinds of frogs (among other creatures) occupying the land. The waters mostly are ruled by tropical salmon, glowshrimp, crabs, and oysters. Taking to flight, there is a large variety of brightly colored tropical birds, including canaries, toucans, parrots, albatrosses, pelicans, boobies, herons, storks, ducks, hummingbirds, and hawks (not to mention the dragons that inhabit the Dragon Isles owned by House Aelark).
Plant life is similarly tropical, with several varieties of ferns, palms, and bamboo dominating plant life between the tall trees of the jungle. There are also several different fruit and berry plants that grow a variety of products that have been adopted by farmers to grow to eat. Wild rice can still be found in some places in the north of Aerianna and on the Dragon Isles.

Magic:
Magic is very rare in Aerianna, and at present no one is known to have any magical ability. But magic that is known in Aerianna is typically of two separate types:
Foresight and Skinchanging
Foresight is Mostly Found in House Aelark and can be in varying degrees of only ever having one vision to having several dozen or hundred. The last known Seer lived over 150 Years Ago.
Skinchanging is Mostly Found in Older Houses. It is generally not found in Aelarks (except for one known Aelark Skinchanger, Daeron the Dragonborn (who was never king), and his mother was from an Older House of Aerianna when usually Aelarks marry Among Aelarks). Generally, Skinchangers can only change skins with one animal, which they generally have a very strong bond with. The last known Skinchanger lived over 120 years ago.
Since it has been so long without magic, much knowledge has been lost.

Tech: Tech Level is Roughly Equivalent to Mid 1450s

Ambitions: The Kingdom of Aerianna is One of the Two Major Maritime Trade Empires and Seeks Power via Trade Instead of Conquest

Economy:
Imports: Meat, Silk, Mushrooms, Gunpowder
Exports:
From Kingston: Amethyst, Rum, Cotton Textiles, Fish
From Northend: Tropical Fruits, Timber, Dyes, Colourful Feather Clothing, Fish, Tea
From Brightvale: Tropical Fruits, Timber, Dyes, Cotton Textiles, Fish, Brightvalor*, Gold, Iron, Silk
From Summer Port: Cotton Textiles, Fish, Rum, Silver, Rice, Dyes, Colourful Feather Clothing
From Riverdale: Spices, Rice, Fish, Sugar Cane, Rum

*Brightvalor is Widely Considered the Best Rum in all the Known World
Banking/Finance:
Kingston is home to the Bank of Aerianna, which, unless special circumstances arise, will loan out loans for 4% Annual Compounding Interest.
Currency Exchange Rate Puts 1 Ounce of Gold at 1000 Dracons
Currency Exchange Rate Puts 1 Ounce of Silver at 50 Dracons
(A Pound of Bananas Would Cost about 10 Dracons and A Loaf of Bread Would Cost about 1 Dracon)
Anyone Can Store Gold or Silver in the Bank of Aerianna in Exchange for Dracons

Diplomacy:
Myraratur Republic - Free Trade Agreement, Embassies in Each Other's Capital, Strategic Allianc since 618 AC
Qinniy Empire - Peace Treaty, Establishment of an Aerianna Base of Trade in All Qinniy Ports, Establishment of a Qinniy Base of Trade in All Aerianna Ports, Embassies in Each Other's Capital since 649 AC
Eranor - Peace Treaty, Establishment of an Aerianna Base of Trade in All Eranor Ports since 628 AC
Al-Emekir Tribes - Peace Treaty, Establishment of an Aerianna Base of Trade in All Al-Emekir Ports since 648 AC
River Kingdom of Kant - Free Trade Agreement, Embassies in Each Other's Capital since 548 AC, , Military Alliance for Defensive Wars* since 618 AC
Irodeina Empire - Strategic Alliance in Defensive Wars*, Aerianna's Exporting of Rice, Tropical Fruits, and Dies without Taxes, Irodeina's Exporting of Gunpowder without Taxes, Embassies In Each Other's Capital, Establishment of an Aerianna Base of Trade in All Irodeina Ports since 638 AC
Avalaysia - Peace Treaty, Aerianna's Exporting of Tropical Fruits without Taxes, Avalysia's Exporting of Cattle to Aerianna without Taxes, Establishment of an Aerianna Base of Trade in All Avalysia Ports since 625 AC
Sengri Ta'hamurg - Peace Treaty, Establishment of an Aerianna Base of Trade in Sengri Ta'hamurg Ports since 639 AC
The Divine Imperium - Peace Treaty, Establishment of an Aerianna Base of Trade in All Imperium Civilian Ports since 620 AC
United Islands of Myration - Embargo since 684 AC
WIP

*This Treat Defines a Nation as in a Defensive War
A) When the Nation in Question is Attack by an Outside Threat
or
B) When the Nation in Question is Provoked Into War

Regular troops: 7000 Servicemen (Troops)
5500 Infantry
Infantry are Armed with the Brighten Rifle with Bayonet
Armor is Generally Whatever they Can Manage, Ranging from Light Cotton to Studded Leather
The Uniform for an Infantryman is White Shirt and Pants, with a Deep Navy Coat with Rank Upon the Left Shoulder and Brown Boots and Belt
An Officer in the Army Wears a Crimson Ascot with his Uniform and a White Tri-Cap
Higher Ranking Officers Generally Adorn Their Caps with Colorful Plumage
High Ranking Officers Have Greater Freedom to Decorate Their Uniform
1450 Artillery Men
Artillery Men are Armed with a Bastard Sword and Brighten Shortrifle
Artillery Men Usually manage Leather or Studded Leather for Armor
The Uniform for an Artilleryman is White Shirt and Pants, with a Deep Navy Coat trimmed in White with Rank Upon the Left Shoulder and Brown Boots and Belt
An Officer in the Army Wears a Crimson Ascot with his Uniform
Higher Ranking Officers Generally Adorn Their Caps with Colorful Plumage
High Ranking Officers Have Greater Freedom to Decorate Their Uniform
50 Draconics
Draconics are the Special Forces of the Aerianish Army
Draconics Come only From Knighted Members of Noble Houses
Draconics are Armed with Two One-Handed Short Swords (at Waist), Two Brighten Shortrifles (upon Thighs), and a Brighten Rifle (Across Back)
Draconics are Armored in Steel Studded Leather (for Torso, Thighs, and Lower Arms) with Leather Protecting Their Throats
The Uniform is White Shirt and Pants, with a Dark Brown Coat trimmed in White with Brown Boots and White Gloves and Belt
Draconics wear a White Steel Helm (their entire face is uncovered)
Draconics Rarely Sent into Battle and are Instead Usually Used to Protect Important Diplomats
Tradition Mandates that There are Only 50 Draconics at a Time
Navy: 18,000 Servicemen (Sailors)
Sailors
Sailors are Armed with a Brighten Shortrifle and a One-Handed Sword
The Uniform of a Sailor is Dark Brown Pants with a Deep Navy Shirt and White Belt with Rank Upon the Left Waist and Dark Brown Boots
The Belt is Similar to a Sash, and Sailors Often Tie Colorful Plumage to the End of It
An Officer in the Navy Wears a White Ascot and Tri-Cap
The Golden Dragon (Flagship of the Navy)
Approx. 550 ft by 225 ft
Quadruple Decked
Nine Masts with Square Sails that can Adjust in Series to Maximize Efficiency
Captained Only by High Admiral
Armored in Key Places with Steel Plating
Heavily Cannoned, with Heavy and Light Cannons
6 Treasure Ships
Approx. 500 ft by 200 ft
Quadruple Decked
Nine Masts with Square Sails that can Adjust in Series to Maximize Efficiency
Captained Only by Vice Admirals
Armored in Key Places with Thicker Wood
Medium Level of Cannons, with Heavy and Light Cannons
A Few Dozen Galleons
Approx. 200 ft by 80 ft
Double Decked
Three Masts with Adjustable Square Sails
Lower Deck for Oarsmen for Faster Speed
Captained by Admirals or Captains in high esteem
Heavily Armored with Thicker Wood than Most Ships Would Use
Medium Level of Cannons, Mostly Heavy with a Few Light Cannons
Ships of the Line
Between 80-180 ft by 25-70 ft
Single or Double Decked
Generally Double Masted with Oarsmen
Generally Owned by the Captain of the Ship (there are exceptions)
Armor and Armament Varies from Ship to Ship
Hidden 11 yrs ago Post by Yog Sothoth
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Yog Sothoth

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[i will finish my nation sheet tomorrow, i am just posting so that i can claim my place on the map]
Location:

Flag:
Nation Name: Eranor
Demonym: Eranorian
People/s:
the Dorvanics 65%
the Aeowiks 20%
the Warrviks 15%
Population Scale/Nation Size: 500,000
Government: Eranor is ruled by an absolute Monarchy and the ruler is ether a king or queen. the people of Eranor believe that the monarchy are their protectors when trouble comes to their home, and guides when dark times come to the country. even though the monarchy rules all, they have advisers and generals who will give them their opinions on the matters of the country.
People of Importance:


Capital: the capital of Eranor is the great city of Borathar, Borathar is a huge city by the west sea and is the largest city in the country.
Settlements: Eranor has many towns and several cities along its vast landscape. aside from the cities, the towns and other settlements in Eranor are not very big but they contribute greatly to the nation's wealth. the biggest towns of Eranor are Oethar, Aslyn and Ugora.

Nation Description: Eranor is a nation that was founded on the principles of The Seven Gifts of Eri. they are ruled by a monarchy known as the Rovanoffs. the Rovanoff dynasty has been ruling the nation for almost two thousand years and is a family of great leaders and strong warriors. the Eranorians value strength and honor the most out of the Gifts of Eri. they have a very patriarchal society in which the men rule and women have set roles in society. but despite being a patriarchal country, there have been instances in history where woman have been warriors and have been spoken of in many of the nation's legends. women of the noble class have more freedom than other classes of women but respect to the father who runs the household is very important. children are taught from the day they can talk to respect their parents, and that Eri the all father is their god. thousands of years ago Eranor was a collection of tribes who warred with each other for power, but eventually the joined together to form one nation. the three remain tribes at the time of unification were the Dorvanics, the Aeowiks and the Warrviks, the rest of the tribes had ether been driven away or accumulated into one of the three tribes. being the strongest of the three, the Dorvanics formed the structure of the country's government but they tried to include as much of the other two tribes as they could. after the nation was founded, the Dorvanics crowned one of their head families as the first dynasty of Eranor. eventually the Aeowiks and the Warrviks thought that they weren't getting to have a say in the political structure of the nation and threatened to break away from the country. this led to much conflict and almost tore the country apart, but eventually the Dorvanics agreed that a family with members who shared the blood of all three peoples would be the rulers of Eranor and that family was the Rovanoffs. after the family became the new royal family, the three tribes were at peace with each and focused on making their country great and fighting wickedness wherever they could find it. militarily, the Eranorians were lovers of warfare and fighting. their ancestors were mighty warriors who believed that there was no greater reward than a glorious death, and so because of this they are culture of proud and strong warriors who do not fear death. Eranor is also a nation whose land is rich with gold and silver in the north and mountains, along with lush forests and vast amounts of fresh game. because of their huge amounts of resources, they have begun to trade with other nations and have begun accumulating a lot of wealth. many consider the last thousand years to be their golden age and the country has prospered. they have begun to establish many trade relations with other nations for resources that their country did not have in abundance. being far north, their nation has a lot of gold and silver in the northern part of Eranor, and they have amassed fortunes which has been very useful in establishing trade routes with other countries. ever since then they have prospered greatly and have been at their peak of prosperity. but they haven't had peace for that long, and have gotten into several wars with other nations. and the female dominate nation of Avalaysia was one nation that Eranor was close to warring. the idea of a nation run by women seemed ridiculous to the Eranorians, but then the Avalaysians took some of their people as slaves and this angered the Eranorians into attack the nation of women with raids of their own. they now are bitter enemies, and although diplomacy has been tried between the two of them, the differences in culture is too great and they are now on the brink of war.

Religion: the Eranorians Worship Eri The Great god of Ice and creation. Eri is considered by the Eranorians to be the only god that exists and is the great father of the world. his domain is in a realm that can only be entered from the farthest reaches of the northern arctic. although he is the only god, Eri did create many spirits out of his essences and they served as his loyal messengers and subjects. many stories say that Eri made men out of earth and gave them a will of steel and a warm heart like embers from a fire. but the darkness that had clung onto the world since it's creation. the darkness was frightening and terribly persuasive and the early hearts of men lacked the strength to defend against it. the and so the darkness corrupted the hearts of men, making barbaric and like animals with no since of brotherhood and honor. many horrible acts wanton violence and destruction were committed and this angered Eri. and the god traveled from his beautiful realm to the world of men and gave them The Seven Gifts of Eri. The Seven Gifts of Eri were spirits that bound themselves to the race of men. they made men noble and just. these spirits were Courage, Faith, Honor, Strength, Wisdom, Hope and Truth. because the number of gifts is seven the Eranorians believe that seven is the most sacred and lucky number in the numerical system. in the sacred book of Eri is their most treasured form of literature and is filled with all of the stories that make up the religion of the Eranorians. because Eri is said to have first appeared to them in the form of a polar bear standing in front of an oak tree, both the animal and tree are considered very sacred symbols of Eri. the priests of Eranor are druids who pray to Eri for aid in times of need and respect nature, they also are gifted with the ability to use magic. the book of Eri says that magic is the energy that the world lives on and that the few who wield it are in someway connected to the world's life force. but Eri warns of false magic which is from the darkness, and says that human sacrifice of any kind is a perversion of the race of men.
Flora & Fauna: Eranor is very diverse in plants and wildlife. most of the trees are oaks, firs and maples. in the spring time the lands in the southern parts of the nation are filled with fields of beautiful flowers of many kinds. the animals that live in Eranor are wolves, bears, reindeer, stags, elk, arctic foxes, arctic hares and wild horses. because of the great wilderness that makes up their country, the animals are in very great numbers making hunting a big source for food as well as agricultural.
Magic: only druids can use magic, and their magic is drawn from the spirits of the nature and the elements. but it takes many years to learn how to use it properly and even then, magic is more used for agriculture and helping the livelihood of the people, and is not uses in battle often.
Tech: in terms of weapons and armor their technology is very similar to 14th century Europe, but in terms clothing they still dress in animal skins and viking like clothes.
Ambitions: they do not wish to expand and become an empire, but they have a great love for battle and will make war on those who they feel are unjust or attack them. when the nation as a whole are not fighting against an enemy, many warriors become mercenaries and fight for other nations for gold.

Economy
Imports: cattle, goods, jewelry and building materials
Exports: gold, silver, fish, wool, art, weapons and animal furs. Eranor is also known very well for having very strong mercenaries for hire to fight in another nation's wars, but when they make a deal with a nation they will not break it to sell their services to the nation's enemies.

Military
Army Size: 50,000
Regular troops:
light infantry: the Eranorian light infantries wear little or no armor to make them fast and able to outmaneuver heavy infantry. light infantry use any of following weapons, lightweight spears, single-handed broadswords, light shields and short swords, duel blades and bearded axes.

heavy infantry: their heavy infantry is heavily armored and wield weapons like the two handed longswords, great swords, claymores, halberds, long spears, battle axes, and a strong sword and shield. the Eranorian heavy infantry are famous for being incredibly powerful and steadfast in when the tides of battle have turned against them.

light cavalry: the light cavalry are not armored, and are incredibly fast since the Eranorians regularly ride horses in their country. a light cavalryman wields ether a small spear or an arming sword.

heavy cavalry: their heavy cavalry is very formidable since they are armored and the horses are trained to not stop when they break through enemy lines. like with the rest of their infantry and cavalry, the Eranorian heavy cavalry are afraid of death and will ride against impossible odds, the Seven Gifts of Eri prepare them for a glorious death and the great rewards of living a courageous life.

archers: archery is Eranor's weakest aspect of their military, but they still try to aid their fellow warriors as much as possible in battle. the archers are mostly people who have shown skill in shooting with bow and do not have as much rigorous training like the other types of the Eranorian military.

Navy: many Eranorians pride themselves by claiming that they have the best navy, while many debate the truth of this statement, the Eranorians do have a very strong navy. their military ships are big powerful longboats which are made to move fast and have rams that allow them to hit their enemy's boats head on to ether sink them or have warriors board them to fight the crew. they have other types of longboats that are also used for trading and are good for outrunning pirates and conducting raids against slavers in other lands.
Hidden 11 yrs ago Post by The Silent Type
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The Silent Type

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-deleted-
Hidden 11 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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@eemmtt: Accepted!

@AegonVI: Spot reserved! No Sea Elves, though.

@Yog Sothoth: Spot reserved!

@The Silent Type: Spot Reserved!

@Lord Coake: I saw now that your nation exports tropical fruits. Considering your nation is in a tempered zone, with pine trees and snow, you might want to change that.

I'll be sure to update the original map with your nations asap!
Hidden 11 yrs ago Post by Lord Coake
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Lord Coake The Man Who Sold the World

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Changed the export from tropical fruits. I don't know what I was thinking. I guess I saw an island and immediately thought "tropical".
Hidden 11 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

Member Seen 7 hrs ago

Here's my contribution!





Hidden 11 yrs ago Post by AegonVI
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AegonVI

Member Offline since relaunch

Golem said
@AegonVI: Spot reserved! No Sea Elves, though.

Sorry!! Didn't see only humans!
The Almighty GM said @Lord Coake: I saw now that your nation exports tropical fruits. Considering your nation is in a tempered zone, with pine trees and snow, you might want to change that.I'll be sure to update the original map with your nations asap!

I guess I get to export tropical fruits and items:D

Also, since I'm tropical, does that mean my population is black? I mean, at least a large percent?
Hidden 11 yrs ago Post by Fallen Muse
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Fallen Muse Where's my Obi Wan?

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Reposted my nation sheet on the second page o.O
Hidden 11 yrs ago Post by The Silent Type
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The Silent Type

Member Seen 9 yrs ago

A quick question, Golem. Is it alright if I give the Myrari a semi-oriental appearance to themselves and their architecture?

@AegonVI. Looks like you and I had the same idea, haha. Guess we'll be competing trade companies <3
Hidden 11 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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@AegonVI: If you want. There could've been big migrations after the fall of the Ta'hamurg, so any kind of people could've ended up anywhere.

@The Silent Type: Absolutely, if you want.

@Fallen Muse: Spot Reserved!

ALSO, as soon as people have filled in their reserved slots with nations, we can start working out diplomacy and previous relations. Like, if people have traded before, or warred, or have had other interesting or important business with eachother. Personally, I'm looking at you Lord Coake. We're part of the same church, and pretty much two separate remnant states. We should have history. Also being neighbors, Fallen Muse & RavenxVoid, we should probably have a little history as well!
Hidden 11 yrs ago Post by AegonVI
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AegonVI

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@The Silent Type

I suppose we are going to want to work out how we're gonna wanna split everything if we want a pretty even start?

FYI, my nation will largely be based on Great Britain:P
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